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  3. V193: Driving forces, Engage/Examine options and new looks for two gigglers!

V193: Driving forces, Engage/Examine options and new looks for two gigglers!

[h2]21ST CONSECUTIVE WEEKLY UPDATE![/h2]

This week's update to version 193 is the 21st consecutive weekly update that we shipped since we got back to regular updates back in December. Sometimes we're late with recording the video, or typing up the notes, but we've never skipped a week over the last 5 months – and that's saying something about our commitment to this game!


[h2]MULTIPLE MAPS[/h2]

With Steam Next Fest around the corner now, we spent the week on implementing the campaign mode (which features multiple maps; the demo should ship with a few introductory, simple chapters ahead of the current Prologue). The campaign mode is not finished yet, we'll continue with it next week.


[h2]STEAM NEXT FEST[/h2]

From June 16 through June 22, Spire of Sorcery's playable demo will be available as a part of Steam Next Fest. This means that everyone will be able to try the current version out, and praise or blame us accordingly. Exciting times!


[h2]GIGGLERS GOT FINAL VISUALS![/h2]

We used to have 3 different types of gigglers, but only 1 of them – the adult creature – had a proper visual, the other 2 were sketches. Now we've finished the whole set, and the new visuals are in the game. Here's the seasoned giggler and the giggler offspring in their full glory –



[h2]INTRODUCING: "DRIVING FORCE"[/h2]

The campaign of the game is structured around score points and we have 3 different types of scores:
  • Revenge
  • Justice and mercy
  • Power and knowledge

Score points are received during events, and are then spent on the upgrades at the Spire.

Each character now received a corresponding "driving force" which determines the path that they pursue in life. If your party makes decisions that align with the character's driving force... they will be happier to be with you.

In this version, you can spot the driving forces in the initial character mulligan as well as in character sheets. More exposure is coming with the moral choice stories, which we'll work on next week.

This character's driving force is "Power and knowledge" (check the banner in the top left corner) –



His life path is "Justice and mercy" –



And this guy's hell-bent on revenge –



[h2]"EXAMINE" FEATURE FOR PASSIVE OBJECTS[/h2]

You can now "examine" passive objects (e.g. emptied barrows, deactivated nodes, etc.) and get a bit more information about what they are. This is us getting ready to introduce into the game signposts, artefacts and other objects that you cannot engage with, but which carry lore or quest information.



[h2]"EXPLORE" FEATURE FOR ENCOUNTERS THAT ARE NOT AGGRESSIVE[/h2]

Earlier, when you stepped into a hex that contained a non-aggressive encounter such as locked chest or a dead body, the event would auto-start. Now we display a menu that allows to skip the event and just remain in the hex (for example, maybe you're in a bad shape and don't want to jump into another challenge right now). A small thing, but a big improvement in user experience!



[h2]UPDATED CHARACTER CARD FOR CONCOCTING AND COOKING[/h2]

Another small quality of life improvement is the updated card of the appointed alchemist or cook, which now displays Endurance/Fatigue as well as puts number of items to be produced and the expected cost in Fatigue right next to each other. Coming up next: a better way to choose the alchemist or cook. We know there's the potential to make it more convenient, and we'll improve this.



[h2]UPDATED DISCOVERY RULES[/h2]

We haven't gotten around updating the Encyclopaedia properly, but we fixed something else: now, whenever you own an item, you immediately know its effects! Earlier, you had to try to consume or use it once, to uncover these. We thought it wasn't too fun with rare items – to craft, say, a valuable bomb only to consume it in order to discover its cosmetic effect. And it was even more of a case with the stat-improving substances!



[h2]HUNGER NOTIFICATIONS ARE IN![/h2]

Earlier, we issued no notifications when the party began to experience hunger (or starve). Now there's 3 notifications: 1 day prior to hunger, on the day when the party goes hungry and on the day when the party becomes to starve.



[h2]CHANGE IN DIGESTIVE SYSTEM[/h2]

Earlier, when characters consumed items whose toxicity exceeded their digestive system, the characters would get 1 token of poisoning. We changed this to getting 1 token of Infection, which is a more versatile penalty.


[h2]WHAT'S NEXT?[/h2]

We've got barely 3 weeks until Steam Next Fest, so we're going to prioritise the most essential features for the next few builds.

There's over 60.000 players who currently have Spire of Sorcery on their wishlists and we'll try our best not to disappoint them!

Campaign map with several maps, easier introductory chapters and an updated Rulebook are high on our list. Also, next week you will see 2 more final visuals for the creatures: the Rageful shadow and the Sorrowful shadow are nearly done.

See you next Friday!